Editing Floor

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:''This article is about the platform-type element. For the get-up actions, see [[Floor recovery]]. For the different types of floor, view [[Terrain]].''
:''This article is about the platform-type element. For the get-up actions, see [[Floor recovery]]. For the different types of floor, view [[Terrain]].''
[[File:BTLFD-STRUCT-SSBM.png|thumb|Melee's Battlefield showing stage structure. Floors are denoted with gray.]]
[[File:BTLFD-STRUCT-SSBM.png|thumb|Melee's Battlefield showing stage structure. Floors are denoted with gray.]]
The '''floor''' (or '''ground''') is an environmental element appearing in each ''{{b|Super Smash Bros.|series}}'' game and is anything that a [[character]] can walk/dash on and/or stops the character from [[fall]]ing (as in being KO'd). All floors can be [[bury|buried]] into and [[tech]]ed on, and any [[attack]] executed while standing on the floor is a [[ground attack]]. Some moves can only interact with characters on the ground as opposed to in the air. A few floors can cause damage and vertical [[knockback]], as with the track in {{SSBM|Mute City}} or [[Port Town Aero Drive]] (while the cruise platform is moving), or can be set up to cause quake damage, as with [[Venusaur]]'s or [[Metagross]]'s Earthquake attacks. In ''Melee'', sending the opponent towards a damaging floor and KOing him or her with it earns the player a [[List of bonuses#Super Smash Bros. Melee|"Kiss-the-Floor KO" bonus]]. [[Acid]] and [[lava]] also count as damaging floors; acid appears in ''[[Super Smash Bros.]]''{{'}}s and ''Melee''{{'}}s [[Planet Zebes]] and [[Brinstar]] stages, respectively, while lava appears in ''Brawl''{{'}}s [[Norfair]] stage. [[Spike (stage element)|Spikes]] are also damaging floors and appear in ''Melee'' onward as hazards. In ''Melee'', spikes deal heavy [[electric]] damage and knockback and can be found in {{SSBM|Ganondorf}}'s [[Target Test]] and [[Race to the Finish]] (later areas). In ''Brawl'' and ''Smash 4'', spikes do heavy [[slash]]ing damage and have set knockback.  
The '''floor''' (or '''ground''') is an environmental element appearing in each ''{{b|Super Smash Bros.|series}}'' game and is anything that a [[character]] can walk/dash on and/or stops the character from [[fall]]ing (as in being KO'd). All floors can be [[bury|buried]] into and [[tech]]ed on, and any [[attack]] executed while standing on the floor is a [[ground attack]]. Some moves can only interact with characters on the ground as opposed to in the air. A few floors can cause damage and vertical [[knockback]], as with the track in {{SSBM|Mute City}} or [[Port Town Aero Drive]] (while the cruise platform is moving), or can be set up to cause [[quake]] damage, as with [[Venusaur]]'s or [[Metagross]]'s Earthquake attacks. In ''Melee'', sending the opponent towards a damaging floor and KOing him or her with it earns the player a [[List of bonuses#Super Smash Bros. Melee|"Kiss-the-Floor KO" bonus]]. [[Acid]] and [[lava]] also count as damaging floors; acid appears in ''[[Super Smash Bros.]]''{{'}}s and ''Melee''{{'}}s [[Planet Zebes]] and [[Brinstar]] stages, respectively, while lava appears in ''Brawl''{{'}}s [[Norfair]] stage. [[Spike (stage element)|Spikes]] are also damaging floors and appear in ''Melee'' onward as hazards. In ''Melee'', spikes deal heavy [[electric]] damage and knockback and can be found in {{SSBM|Ganondorf}}'s [[Target Test]] and [[Race to the Finish]] (later areas). In ''Brawl'' and ''Smash 4'', spikes do heavy [[slash]]ing damage and have set knockback.  


In ''[[Super Smash Bros. 4]]'', floors no longer halt the momentum of a character taking knockback by forcing them immediately into a downed position. Instead, momentum is redirected with a rebound bouncing in the opposite direction, functioning much like a [[stage spike]] with the floor instead of a wall. This means that a [[meteor smash]] can KO off the top [[blast zone]] from rebounding off of the floor.
In ''[[Super Smash Bros. 4]]'', floors no longer halt the momentum of a character taking knockback by forcing them immediately into a downed position. Instead, momentum is redirected with a rebound bouncing in the opposite direction, functioning much like a [[stage spike]] with the floor instead of a wall. This means that a [[meteor smash]] can KO off the top [[blast zone]] from rebounding off of the floor.

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